Fixed bug in the AC loader causing lines to load incorrectly. Seems to work now.

Added some more essential includes to AssimpPCH.hAdded support for line and point meshes to most steps - I did nto yet adapt all unit tests, so meshes with mixed primitive types are not absolutely safe at the moment.
Added camera and light support to the PretransformVert step. Fixed some small inaccuracies and fixed a bug reported by Mark Sibly causing all transformations to be invalid. However the step is nto yet completely correct, there are still some small artifacts.
Updated light and camera data structures, added temporary validation code for the
Renamed AI_SCENE_FLAGS_ANIM_SKELETON_ONLY to a more generic AI_SCENE_FLAGS_INCOMPLETE flag.
Fixed bug in the OFF loader causing meshes with polygons to crash
Added line support to the DXF loader - seems to fail for the moment cause of SortByPType.
Added support for lights and cameras to NFF, implemented another NFF format subtype (file starts with 'nff'). Implemented NFF 'tpp' chunk and a corresponding texture extension.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@185 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-10-19 11:32:33 +00:00
parent 3aecad406c
commit 2da2835b29
47 changed files with 1886 additions and 809 deletions

View File

@@ -74,10 +74,19 @@ bool NFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
if( pos == std::string::npos)return false;
std::string extension = pFile.substr( pos);
return !(extension.length() != 4 || extension[0] != '.' ||
extension[1] != 'n' && extension[1] != 'N' ||
extension[2] != 'f' && extension[2] != 'F' ||
extension[3] != 'f' && extension[3] != 'F');
// extensions: enff and nff
if (!extension.length() || extension[0] != '.')return false;
if (extension.length() == 4)
{
return !(extension[1] != 'n' && extension[1] != 'N' ||
extension[2] != 'f' && extension[2] != 'F' ||
extension[3] != 'f' && extension[3] != 'F');
}
else return !( extension.length() != 5 ||
extension[1] != 'e' && extension[1] != 'E' ||
extension[2] != 'n' && extension[2] != 'N' ||
extension[3] != 'f' && extension[3] != 'F' ||
extension[4] != 'f' && extension[4] != 'F');
}
// ------------------------------------------------------------------------------------------------
@@ -87,9 +96,9 @@ bool NFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_TRIPLE(v) \
AI_NFF_PARSE_FLOAT(v.x) \
AI_NFF_PARSE_FLOAT(v.y) \
AI_NFF_PARSE_FLOAT(v.z)
AI_NFF_PARSE_FLOAT(v[0]) \
AI_NFF_PARSE_FLOAT(v[1]) \
AI_NFF_PARSE_FLOAT(v[2])
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_SHAPE_INFORMATION() \
@@ -125,252 +134,504 @@ void NFFImporter::InternReadFile( const std::string& pFile,
// the pointers below easier.
std::vector<MeshInfo> meshes;
std::vector<MeshInfo> meshesWithNormals;
std::vector<MeshInfo> meshesWithUVCoords;
std::vector<MeshInfo> meshesLocked;
char line[4096];
const char* sz;
// camera parameters
aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
float angle;
aiVector2D resolution;
bool hasCam = false;
MeshInfo* currentMeshWithNormals = NULL;
MeshInfo* currentMesh = NULL;
MeshInfo* currentMeshWithUVCoords = NULL;
ShadingInfo s; // current material info
// degree of tesselation
unsigned int iTesselation = 4;
char line[4096];
const char* sz;
unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0,
dodecahedron = 0,octahedron = 0,tetrahedron = 0, hexahedron = 0;
// some temporary variables we need to parse the file
unsigned int sphere = 0,
cylinder = 0,
cone = 0,
numNamed = 0,
dodecahedron = 0,
octahedron = 0,
tetrahedron = 0,
hexahedron = 0;
while (GetNextLine(buffer,line))
// lights imported from the file
std::vector<Light> lights;
// check whether this is the NFF2 file format
if (TokenMatch(buffer,"nff",3))
{
if ('p' == line[0])
// another NFF file format ... just a raw parser has been implemented
// no support for textures yet, I don't think it is worth the effort
// http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
while (GetNextLine(buffer,line))
{
MeshInfo* out = NULL;
// 'pp' - polygon patch primitive
if ('p' == line[1])
sz = line;
if (TokenMatch(sz,"version",7))
{
if (meshesWithNormals.empty())
{
meshesWithNormals.push_back(MeshInfo(true));
currentMeshWithNormals = &meshesWithNormals.back();
}
sz = &line[2];out = currentMeshWithNormals;
DefaultLogger::get()->info("NFF (alt.) file format: " + std::string(sz));
}
// 'p' - polygon primitive
else
else if (TokenMatch(sz,"viewpos",7))
{
if (meshes.empty())
{
meshes.push_back(MeshInfo(false));
currentMesh = &meshes.back();
}
sz = &line[1];out = currentMesh;
AI_NFF_PARSE_TRIPLE(camPos);
hasCam = true;
}
SkipSpaces(sz,&sz);
m = strtol10(sz);
// ---- flip the face order
out->vertices.resize(out->vertices.size()+m);
if (out == currentMeshWithNormals)
else if (TokenMatch(sz,"viewdir",7))
{
out->normals.resize(out->vertices.size());
AI_NFF_PARSE_TRIPLE(camLookAt);
hasCam = true;
}
for (unsigned int n = 0; n < m;++n)
else if (TokenMatch(sz,"//",2))
{
if(!GetNextLine(buffer,line))
{
DefaultLogger::get()->error("NFF: Unexpected EOF was encountered");
continue;
}
// comment ...
DefaultLogger::get()->info(sz);
}
else if (!IsSpace(*sz))
{
// must be a new object
meshes.push_back(MeshInfo(PatchType_Simple));
MeshInfo& mesh = meshes.back();
aiVector3D v; sz = &line[0];
AI_NFF_PARSE_TRIPLE(v);
out->vertices[out->vertices.size()-n-1] = v;
if (!GetNextLine(buffer,line))
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read number of vertices");break;}
if (out == currentMeshWithNormals)
SkipSpaces(line,&sz);
unsigned int num = ::strtol10(sz,&sz);
std::vector<aiVector3D> tempPositions;
std::vector<aiVector3D> outPositions;
mesh.vertices.reserve(num*3);
mesh.colors.reserve (num*3);
tempPositions.reserve(num);
for (unsigned int i = 0; i < num; ++i)
{
if (!GetNextLine(buffer,line))
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read vertices");break;}
sz = line;
aiVector3D v;
AI_NFF_PARSE_TRIPLE(v);
out->normals[out->vertices.size()-n-1] = v;
tempPositions.push_back(v);
}
}
out->faces.push_back(m);
}
// 'f' - shading information block
else if ('f' == line[0] && IsSpace(line[1]))
{
SkipSpaces(&line[1],&sz);
if (!GetNextLine(buffer,line))
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read number of faces");break;}
// read just the RGB colors, the rest is ignored for the moment
sz = fast_atof_move(sz, (float&)s.color.r);
SkipSpaces(&sz);
sz = fast_atof_move(sz, (float&)s.color.g);
SkipSpaces(&sz);
sz = fast_atof_move(sz, (float&)s.color.b);
if (!num)throw new ImportErrorException("NFF2: There are zero vertices");
// check whether we have this material already -
// although we have the RRM-Step, this is necessary here.
// otherwise we would generate hundreds of small meshes
// with just a few faces - this is surely never wanted.
currentMesh = currentMeshWithNormals = NULL;
for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
it != end;++it)
{
if ((*it).bLocked)continue;
if ((*it).shader == s)
SkipSpaces(line,&sz);
num = ::strtol10(sz,&sz);
mesh.faces.reserve(num);
for (unsigned int i = 0; i < num; ++i)
{
if ((*it).bHasNormals)currentMeshWithNormals = &(*it);
else currentMesh = &(*it);
if (!GetNextLine(buffer,line))
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read faces");break;}
SkipSpaces(line,&sz);
unsigned int idx, numIdx = ::strtol10(sz,&sz);
if (numIdx)
{
mesh.faces.push_back(numIdx);
for (unsigned int a = 0; a < numIdx;++a)
{
SkipSpaces(sz,&sz);
idx = ::strtol10(sz,&sz);
if (idx >= (unsigned int)tempPositions.size())
{
DefaultLogger::get()->error("NFF2: Index overflow");
idx = 0;
}
mesh.vertices.push_back(tempPositions[idx]);
}
}
SkipSpaces(sz,&sz);
idx = ::strtol_cppstyle(sz,&sz);
aiColor4D clr;
clr.r = ((numIdx >> 8u) & 0xf) / 16.f;
clr.g = ((numIdx >> 4u) & 0xf) / 16.f;
clr.b = ((numIdx) & 0xf) / 16.f;
clr.a = 1.f;
for (unsigned int a = 0; a < numIdx;++a)
mesh.colors.push_back(clr);
}
if (!num)throw new ImportErrorException("NFF2: There are zero faces");
}
}
camLookAt = camLookAt + camPos;
}
else // "Normal" Neutral file format that is quite more common
{
while (GetNextLine(buffer,line))
{
sz = line;
if ('p' == line[0] || TokenMatch(sz,"tpp",3))
{
MeshInfo* out = NULL;
// 'tpp' - texture polygon patch primitive
if ('t' == line[0])
{
if (meshesWithUVCoords.empty())
{
meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
currentMeshWithUVCoords = &meshesWithUVCoords.back();
}
out = currentMeshWithUVCoords;
}
// 'pp' - polygon patch primitive
else if ('p' == line[1])
{
if (meshesWithNormals.empty())
{
meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
currentMeshWithNormals = &meshesWithNormals.back();
}
sz = &line[2];out = currentMeshWithNormals;
}
// 'p' - polygon primitive
else
{
if (meshes.empty())
{
meshes.push_back(MeshInfo(PatchType_Simple));
currentMesh = &meshes.back();
}
sz = &line[1];out = currentMesh;
}
SkipSpaces(sz,&sz);
m = strtol10(sz);
// ---- flip the face order
out->vertices.resize(out->vertices.size()+m);
if (out != currentMesh)
{
out->normals.resize(out->vertices.size());
}
if (out == currentMeshWithUVCoords)
{
out->uvs.resize(out->vertices.size());
}
for (unsigned int n = 0; n < m;++n)
{
if(!GetNextLine(buffer,line))
{
DefaultLogger::get()->error("NFF: Unexpected EOF was encountered");
continue;
}
aiVector3D v; sz = &line[0];
AI_NFF_PARSE_TRIPLE(v);
out->vertices[out->vertices.size()-n-1] = v;
if (out != currentMesh)
{
AI_NFF_PARSE_TRIPLE(v);
out->normals[out->vertices.size()-n-1] = v;
}
if (out == currentMeshWithUVCoords)
{
// FIX: in one test file this wraps over multiple lines
SkipSpaces(&sz);
if (IsLineEnd(*sz))
{
GetNextLine(buffer,line);
sz = line;
}
AI_NFF_PARSE_FLOAT(v.x);
SkipSpaces(&sz);
if (IsLineEnd(*sz))
{
GetNextLine(buffer,line);
sz = line;
}
AI_NFF_PARSE_FLOAT(v.y);
v.y = 1.f - v.y;
out->uvs[out->vertices.size()-n-1] = v;
}
}
out->faces.push_back(m);
}
// 'f' - shading information block
else if (TokenMatch(sz,"f",1))
{
float d;
// read the RGB colors
AI_NFF_PARSE_TRIPLE(s.color);
// read the other properties
AI_NFF_PARSE_FLOAT(s.diffuse);
AI_NFF_PARSE_FLOAT(s.specular);
AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
AI_NFF_PARSE_FLOAT(d);
AI_NFF_PARSE_FLOAT(s.refracti);
// if the next one is NOT a number we assume it is a texture file name
// this feature is used by some NFF files on the internet and it has
// been implemented as it can be really useful
SkipSpaces(&sz);
if (!IsNumeric(*sz))
{
// TODO: Support full file names with spaces and quotation marks ...
const char* p = sz;
while (!IsSpaceOrNewLine( *sz ))++sz;
unsigned int diff = (unsigned int)(sz-p);
if (diff)
{
s.texFile = std::string(p,diff);
}
}
else
{
AI_NFF_PARSE_FLOAT(s.ambient); // optional
}
// check whether we have this material already -
// although we have the RRM-Step, this is necessary here.
// otherwise we would generate hundreds of small meshes
// with just a few faces - this is surely never wanted.
currentMesh = currentMeshWithNormals = currentMeshWithUVCoords = NULL;
for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
it != end;++it)
{
if ((*it).bLocked)continue;
if ((*it).shader == s)
{
switch ((*it).pType)
{
case PatchType_Normals:
currentMeshWithNormals = &(*it);
break;
case PatchType_Simple:
currentMesh = &(*it);
break;
default:
currentMeshWithUVCoords = &(*it);
break;
};
}
}
if (!currentMesh)
{
meshes.push_back(MeshInfo(PatchType_Simple));
currentMesh = &meshes.back();
currentMesh->shader = s;
}
if (!currentMeshWithNormals)
{
meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
currentMeshWithNormals = &meshesWithNormals.back();
currentMeshWithNormals->shader = s;
}
if (!currentMeshWithUVCoords)
{
meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
currentMeshWithUVCoords = &meshesWithUVCoords.back();
currentMeshWithUVCoords->shader = s;
}
}
if (!currentMesh)
// 'l' - light source
else if (TokenMatch(sz,"l",1))
{
meshes.push_back(MeshInfo(false));
currentMesh = &meshes.back();
currentMesh->shader = s;
lights.push_back(Light());
Light& light = lights.back();
AI_NFF_PARSE_TRIPLE(light.position);
AI_NFF_PARSE_FLOAT (light.intensity);
AI_NFF_PARSE_TRIPLE(light.color);
}
// 's' - sphere
else if (TokenMatch(sz,"s",1))
{
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"sphere_%i",sphere++);
}
// 'dod' - dodecahedron
else if (TokenMatch(sz,"dod",3))
{
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeDodecahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
}
if (!currentMeshWithNormals)
// 'oct' - octahedron
else if (TokenMatch(sz,"oct",3))
{
meshesWithNormals.push_back(MeshInfo(true));
currentMeshWithNormals = &meshesWithNormals.back();
currentMeshWithNormals->shader = s;
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeOctahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
}
}
// 's' - sphere
else if ('s' == line[0] && IsSpace(line[1]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
sz = &line[1];
AI_NFF_PARSE_SHAPE_INFORMATION();
// 'tet' - tetrahedron
else if (TokenMatch(sz,"tet",3))
{
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
AI_NFF_PARSE_SHAPE_INFORMATION();
// generate a name for the mesh
::sprintf(currentMesh.name,"sphere_%i",sphere++);
}
// 'dod' - dodecahedron
else if (!strncmp(line,"dod",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeTetrahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// generate a name for the mesh
::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
}
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeDodecahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// 'hex' - hexahedron
else if (TokenMatch(sz,"hex",3))
{
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
// generate a name for the mesh
::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
}
AI_NFF_PARSE_SHAPE_INFORMATION();
// 'oct' - octahedron
else if (!strncmp(line,"oct",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeHexahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// generate a name for the mesh
::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
}
// 'c' - cone
else if (TokenMatch(sz,"c",1))
{
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
MeshInfo& currentMesh = meshes.back();
currentMesh.shader = s;
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeOctahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
aiVector3D center1, center2; float radius1, radius2;
AI_NFF_PARSE_TRIPLE(center1);
AI_NFF_PARSE_FLOAT(radius1);
AI_NFF_PARSE_TRIPLE(center2);
AI_NFF_PARSE_FLOAT(radius2);
// generate a name for the mesh
::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
}
// compute the center point of the cone/cylinder
center2 = (center2-center1)/2.f;
currentMesh.center = center1+center2;
center1 = -center2;
// 'tet' - tetrahedron
else if (!strncmp(line,"tet",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
// generate the cone - it consists of simple triangles
StandardShapes::MakeCone(center1, radius1, center2, radius2, iTesselation, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeTetrahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
}
// 'hex' - hexahedron
else if (!strncmp(line,"hex",3) && IsSpace(line[3]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshesLocked.back();
currentMesh.shader = s;
sz = &line[4];
AI_NFF_PARSE_SHAPE_INFORMATION();
// we don't need scaling or translation here - we do it in the node's transform
StandardShapes::MakeHexahedron(currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
}
// 'tess' - tesselation
else if (!strncmp(line,"tess",4) && IsSpace(line[4]))
{
sz = &line[5];SkipSpaces(&sz);
iTesselation = strtol10(sz);
}
// 'c' - cone
else if ('c' == line[0] && IsSpace(line[1]))
{
meshesLocked.push_back(MeshInfo(false,true));
MeshInfo& currentMesh = meshes.back();
currentMesh.shader = s;
sz = &line[1];
aiVector3D center1, center2; float radius1, radius2;
AI_NFF_PARSE_TRIPLE(center1);
AI_NFF_PARSE_FLOAT(radius1);
AI_NFF_PARSE_TRIPLE(center2);
AI_NFF_PARSE_FLOAT(radius2);
// compute the center point of the cone/cylinder
center2 = (center2-center1)/2.f;
currentMesh.center = center1+center2;
center1 = -center2;
// generate the cone - it consists of simple triangles
StandardShapes::MakeCone(center1, radius1, center2, radius2, iTesselation, currentMesh.vertices);
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
// generate a name for the mesh
if (radius1 != radius2)
::sprintf(currentMesh.name,"cone_%i",cone++);
else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
}
// '#' - comment
else if ('#' == line[0])
{
const char* sz;SkipSpaces(&line[1],&sz);
if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
// generate a name for the mesh
if (radius1 != radius2)
::sprintf(currentMesh.name,"cone_%i",cone++);
else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
}
// 'tess' - tesselation
else if (TokenMatch(sz,"tess",4))
{
SkipSpaces(&sz);
iTesselation = strtol10(sz);
}
// 'from' - camera position
else if (TokenMatch(sz,"from",4))
{
AI_NFF_PARSE_TRIPLE(camPos);
hasCam = true;
}
// 'at' - camera look-at vector
else if (TokenMatch(sz,"at",2))
{
AI_NFF_PARSE_TRIPLE(camLookAt);
hasCam = true;
}
// 'up' - camera up vector
else if (TokenMatch(sz,"up",2))
{
AI_NFF_PARSE_TRIPLE(camUp);
hasCam = true;
}
// 'angle' - (half?) camera field of view
else if (TokenMatch(sz,"angle",5))
{
AI_NFF_PARSE_FLOAT(angle);
hasCam = true;
}
// 'resolution' - used to compute the screen aspect
else if (TokenMatch(sz,"resolution",10))
{
AI_NFF_PARSE_FLOAT(resolution.x);
AI_NFF_PARSE_FLOAT(resolution.y);
hasCam = true;
}
// 'pb' - bezier patch. Not supported yet
else if (TokenMatch(sz,"pb",2))
{
DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
}
// 'pn' - NURBS. Not supported yet
else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
{
DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
}
// '' - comment
else if ('#' == line[0])
{
const char* sz;SkipSpaces(&line[1],&sz);
if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
}
}
}
// copy all arrays into one large
meshes.reserve(meshes.size()+meshesLocked.size()+meshesWithNormals.size());
meshes.insert(meshes.end(),meshesLocked.begin(),meshesLocked.end());
meshes.insert(meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
meshes.insert (meshes.end(),meshesLocked.begin(),meshesLocked.end());
meshes.insert (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
meshes.insert (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
// now generate output meshes. first find out how many meshes we'll need
std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
@@ -388,7 +649,7 @@ void NFFImporter::InternReadFile( const std::string& pFile,
// sub nodes for named objects such as spheres and cones.
aiNode* const root = new aiNode();
root->mName.Set("<NFF_Root>");
root->mNumChildren = numNamed;
root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
root->mNumMeshes = pScene->mNumMeshes-numNamed;
aiNode** ppcChildren;
@@ -398,6 +659,49 @@ void NFFImporter::InternReadFile( const std::string& pFile,
if (root->mNumChildren)
ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
// generate the camera
if (hasCam)
{
aiNode* nd = *ppcChildren = new aiNode();
nd->mName.Set("<NFF_Camera>");
nd->mParent = root;
// allocate the camera in the scene
pScene->mNumCameras = 1;
pScene->mCameras = new aiCamera*[1];
aiCamera* c = pScene->mCameras[0] = new aiCamera;
c->mName = nd->mName; // make sure the names are identical
c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
c->mLookAt = camLookAt - camPos;
c->mPosition = camPos;
c->mUp = camUp;
c->mAspect = resolution.x / resolution.y;
++ppcChildren;
}
// generate light sources
if (!lights.empty())
{
pScene->mNumLights = (unsigned int)lights.size();
pScene->mLights = new aiLight*[pScene->mNumLights];
for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
{
const Light& l = lights[i];
aiNode* nd = *ppcChildren = new aiNode();
nd->mParent = root;
nd->mName.length = ::sprintf(nd->mName.data,"<NFF_Light%i>",i);
// allocate the light in the scene data structure
aiLight* out = pScene->mLights[i] = new aiLight();
out->mName = nd->mName; // make sure the names are identical
out->mType = aiLightSource_POINT;
out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
out->mPosition = l.position;
}
}
if (!pScene->mNumMeshes)throw new ImportErrorException("NFF: No meshes loaded");
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
@@ -436,14 +740,38 @@ void NFFImporter::InternReadFile( const std::string& pFile,
// copy vertex positions
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
::memcpy(mesh->mVertices,&src.vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);
if (src.bHasNormals)
::memcpy(mesh->mVertices,&src.vertices[0],
sizeof(aiVector3D)*mesh->mNumVertices);
// NFF2: there could be vertex colors
if (!src.colors.empty())
{
ai_assert(src.colors.size() == src.vertices.size());
// copy vertex colors
mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
::memcpy(mesh->mColors[0],&src.colors[0],
sizeof(aiColor4D)*mesh->mNumVertices);
}
if (src.pType != PatchType_Simple)
{
ai_assert(src.normals.size() == src.vertices.size());
// copy normal vectors
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
::memcpy(mesh->mNormals,&src.normals[0],sizeof(aiVector3D)*mesh->mNumVertices);
::memcpy(mesh->mNormals,&src.normals[0],
sizeof(aiVector3D)*mesh->mNumVertices);
}
if (src.pType == PatchType_UVAndNormals)
{
ai_assert(src.uvs.size() == src.vertices.size());
// copy texture coordinates
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
sizeof(aiVector3D)*mesh->mNumVertices);
}
// generate faces
@@ -459,8 +787,7 @@ void NFFImporter::InternReadFile( const std::string& pFile,
}
// generate a material for the mesh
MaterialHelper* pcMat = (MaterialHelper*)(pScene->
mMaterials[m] = new MaterialHelper());
MaterialHelper* pcMat = (MaterialHelper*)(pScene->mMaterials[m] = new MaterialHelper());
mesh->mMaterialIndex = m++;
@@ -468,8 +795,16 @@ void NFFImporter::InternReadFile( const std::string& pFile,
s.Set(AI_DEFAULT_MATERIAL_NAME);
pcMat->AddProperty(&s, AI_MATKEY_NAME);
pcMat->AddProperty(&src.shader.color,1,AI_MATKEY_COLOR_DIFFUSE);
pcMat->AddProperty(&src.shader.color,1,AI_MATKEY_COLOR_SPECULAR);
aiColor3D c = src.shader.color * src.shader.diffuse;
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
c = src.shader.color * src.shader.specular;
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
if (src.shader.texFile.length())
{
s.Set(src.shader.texFile);
pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
}
pScene->mRootNode = root;
}